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Re: [WIP] Rayman 2 Tools

Posted: Thu Oct 22, 2015 10:28 pm
by Master
Importing textures into Rayman 2 PC is already possible, though we have no idea how it works, the tool does exist. Check the 2nd thread I linked.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 10:04 am
by GOT4N
deton24 wrote:That would be nice to finally get opportunity for saving textures again. That will open a way to copy DC textures to PC version. They have a better resolution or something.
You can already do it, follow what Master said, we did a Dark Rayman mod

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 10:39 am
by Shrooblord
Seems cool. I'll be closely following this project.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 12:00 pm
by deton24
You can already do it, follow what Master said
Ok, I will ask in other way. Does it make any sense?
I can't handle it myself (maybe new topic or something).

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 2:14 pm
by GOT4N
deton24 wrote:
You can already do it, follow what Master said
Ok, I will ask in other way. Does it make any sense?
I can't handle it myself (maybe new topic or something).
viewtopic.php?p=1109222#p1109222

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 5:10 pm
by deton24
Ok, I undestand that it is executable with Rayman Legends/nvidia texture tools tools?
Maybe that would be better to start new topic to request people to help in this project.
That will be a lot of work I guess, anyway.
That would be good to stretch these textures with filters, to raise their resolution too.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 5:14 pm
by Master
GOT4N, I think you might have linked to the wrong topic.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 5:21 pm
by deton24
Maybe DDS textures from R2 DC may be opened by this Nvidia tool, but probably they should be extracted first, and then repacked with PC's somehow.
I'll look into these links more precisely.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 6:27 pm
by RibShark
The dreamcast textures are stored in the .tex files and are compressed using a custom version of the LZSS algorithm. It shouldn't be too hard to write an extractor.

Re: [WIP] Rayman 2 Tools

Posted: Fri Oct 23, 2015 7:33 pm
by GOT4N
Master wrote:GOT4N, I think you might have linked to the wrong topic.
Oops, yep, sorry I meant to link this one: viewtopic.php?t=12592

Re: [WIP] Rayman 2 Tools

Posted: Wed Nov 11, 2015 3:56 pm
by Harpic fraîcheur
I would like to download the tool but it seems the link is dead. Can anyone who downloaded this tool upload it for me ?

EDIT : It's ok GOT4N gave me the tool. Thanks to him. :)

Re: [WIP] Rayman 2 Tools

Posted: Wed Nov 11, 2015 4:13 pm
by szymski
[quote="Harpic fraîcheur"]I would like to download the tool but it seems the link is dead. Can anyone who downloaded this tool upload it for me ?

Link updated. I got a new domain.

Re: [WIP] Rayman 2 Tools

Posted: Sat Nov 05, 2016 4:08 pm
by Raymayen
i really dont understand this, also im really new to the forum, i cant open rayman 2 in the texture thing, i drop it into the specified folder it wants me to select the cnt file but it wont come up, how do i turn my rayman 2 into a cnt file? my rayman 2 was bought from GOG.com :confus: :confus: :confus:

Re: [WIP] Rayman 2 Tools

Posted: Sat Nov 05, 2016 4:19 pm
by RayCarrot
In the data folder you've got two .cnt files you can use in the tool.

Re: [WIP] Rayman 2 Tools

Posted: Sat Nov 05, 2016 7:57 pm
by Raymayen
thanks for the fast reply
i found it ^.^ :mrgreen: :mrgreen: thanks!

Re: [WIP] Rayman 2 Tools

Posted: Fri Nov 18, 2016 1:10 pm
by MixerX
Finally someone used my notes and made them into a proper tool with GUI :). Just not sure why it can't handle texture compression and CNT import. I had ideas how to handle Rayman 3 mip-mapping and was curious how someone else would tackle this but seems like it's only a planned feature on this one.

Yes, my tools weren't open-source, they were just quick prototypes that I wanted to use for myself but after all decided to give them out at least as executables along with description of file formats. If I made them today I'd code them with better maintainability in mind but that wasn't the case back then. I only wanted to make a Slovak translation and that was it :).

Good work, especially decrypting whole SNA files. Looks like you were able to generate the Vernam cipher key whereas I made it static. Did that key calculation come from an executable disassembly?

I knew this game had a huge fan base so I'm glad my original tools kind of made the modding possiblities wider. Cool to see someone pick up on that and make even modelling possible. Keep it up!

Re: [WIP] Rayman 2 Tools

Posted: Fri Nov 18, 2016 5:11 pm
by Harpic fraîcheur
szymski wrote:Link updated. I got a new domain.
Thanks. :mrgreen:

Re: [WIP] Rayman 2 Tools

Posted: Fri Nov 18, 2016 7:06 pm
by szymski
MixerX wrote:Finally someone used my notes and made them into a proper tool with GUI :)
Did you include any notes? I only had your executables. I had to recreate file formats by reverse engineering R2 executable.

Re: [WIP] Rayman 2 Tools

Posted: Fri Nov 18, 2016 9:52 pm
by MixerX
Yes, I shared the file formats several times as it was asked by several people. I think they're even posted in my original topic. Anyway good luck with future work, I'm looking forward to what all the tools will include in the end :). The modelling demo looked cool.

Re: [WIP] Rayman 2 Tools

Posted: Sat Jan 04, 2020 12:25 am
by deton24
For people following this topic.
Here is a new substitute of CNT Explorer tool with export ability:
viewtopic.php?p=1365026#p1365026
Looks good.